As a Third Generation Chaos Seed in The Red Venom Plains, you can opt to have two “races” for your character.

The first is your “Actual” or “D&D Beyond” Race, which is the race that appears on your D&D Beyond Character Sheet, that it uses to determine your statistical bonuses, and restrictions.

Your second race is your “Roleplay” or “Local” race, which is what it is interpreted as by the locals in the Red Venom Plains. Many races of the multiverse simply do not exist in the Red Venom Plains, but there is a great deal of variation. As a Chaos Seed, you can adapt your appearance when your character is made (or to realize it at any point) to appear as one of the local races. This is a Roleplay construct, and has very little to do with gameplay mechanics. It’s just a way to bring your D&D Beyond Character more into “The Land”.

Knowing about the local races may help you disguise your true nature…

The Red Venom Plains hosts dozens of civilized races, and dozens of variations on each race. As with any world, your race will help determine which features you start with – perhaps you are more graceful and archery is easier; or perhaps your mind is more focused and you have an easier time with magic. Certain races are predisposed to certain types of weapons or magic, and you will inherit these traits when your body takes its new shape in the Red Venom Plains.

Of course, when you arrive in the Red Venom Plains, you can choose to be an exact copy of what you were in a previous world. But The Land will change you – it will warp your racial characteristics and abilities as you progress in it, changing you as much as you change those your chaos touches.

Dwarves of the Red Venom Plains are a hardy race of humanoids that civilize some of the harshest environments of The Land. Whether they are living deep under the ground, on windswept plains or embedded within civilization, the stubbornness and endurance of a Dwarven civilization has fortified their position within The Land.

Elves of the Red Venom Plains are generally a tall and slender race of humanoids with almond shaped eyes and pointy ears. Their role in The Land can vary based on geography and politics, but all other races have some level of respect (and possibly hatred) for Elven culture. Elves are generally considered specialists, either in knowledge or skill, by those they work with. Their long lives give them a great deal of time to study, but also narrows their view of other races.

Gnomes of the Red Venom Plains are a race of small humanoids that live entrenched in other communities. There are several Gnomish kingdoms in The Land, but most are settlements focused to a specific point of research, only arming themselves to prevent disruptions on their progress. Gnomes have many professions and personalities in The Land, but all Gnomes generally focus on a single task (or a series of tasks that evolve into a single task) that their lives are dedicated to. Gnomes are generally tolerated in communities, even though Gnomish habits are sometimes antisocial or creepy. They are valued for their knowledge and dedication.

Halflings of the Red Venom Plains are both small in stature and small in quantity in the Red Venom Plains. There are very few Halfling communities in The Land, and many continents are devoid of them entirely. The Red Venom Plains has several types that are atypical to other worlds. Halflings are typically welcome in all communities, and are often blended with Human society as equals. Many consider Halflings to have the best culinary skills of any race.

Humans of the Red Venom Plains are one of the shortest lived, but most prolific breeders in the Land. Humans have a broader affinity for skills than other races. Humans are as varied in disposition in The Land as they are in any world of any dimension. Their presence is a boon and a threat to every other race within The Land, and while there are many generalizations about Humans and their societies, there are many exceptions to the rules.

Sprites of the Red Venom Plains are a race of reclusive, small, slender humanoids that live in secluded communities within their natural environments. They are very in-tune with nature, and their communities and subclasses reflect the location of their communities. Wandering Sprites are sometimes an abnormality in The Land, but events in the Red Venom Plains have made it less abnormal than in other regions of the world.

Beastlings of the Red Venom Plains is a general term given to a mixed race humanoid that has bestial features, whether they are minor (such as excessive hair, fangs, or slitted eyes); or major (such as scaly skin, tusks or horns). Beastlings can be born to many parents as they are often a result of The Land focusing its attention on a newborn, but more Humans birth Beastlings more than any other race. Beastlings could be the result of magical experimentation in the past, or a curse, or mating with a non-human creature.

Other Races

There are many other races in The Land, and many variations not listed here. Humans in the city of Durgendale have had a farming society for millennia. They tend to be stockier, with more muscle and less education than those that live in Valinde, where the humans live a very cosmopolitan lifestyle. We will expand options for races as the game progresses, and we hope to have as many ready as possible at launch. 

You may follow this link for a complete guide to Converting 5e Races to the Red Venom Plains, to help understand what your character might be.

Here is a list of races that have not been released yet, but something you can consider for the future of your character:

Drakarth: Not a true Dragon, Drakarth are a race of Lizardfolk with elemental bloodlines.

Dwarf, Athgaurian: Dwarves of the Athgaur Grove were once wanderers of the stars, but settled in the Red Venom Plains. They are more aligned with nature and the stars than the ground below. 

Elf, Wyncast: These Elves live in a forest shrouded in darkness but covered in dancing colors. Their senses have been sharpened to a point where they see a synergy between life and light.

Felixian: This feline race has managed to live outside the threat of the Apathetic Plague because of their affinity for nature. They are rarely seen in city environments, but can be found hunting with mercenary groups and scouting for armies.

Irizari: Tribes of psychic insect men roam the mountains north of Umbaroth, known as the Irizari. They have the ability to communicate with any creature that can understand a language, and are often employed as interpreters. Many worry that their diplomatic skills make them perfect spies.

Tyche, Astra, Demos, or Solas: These are variations on a race said to be as ancient as the stars. Astral Tyche appear as distant souls with eyes that sparkle of constellations; Demos and Solas are said to have bloodlines that reach to the Courts of Darkness and Light. These races normally disguise themselves as other races, as many believe their blood is enchanted (and therefore valuable in crafting).